#version 460 core
layout (location=0) in vec3 aPos;
layout (location=2) in vec2 aTexCoord;

out	vec2 TexCoord;

uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;

void main()
{
	gl_Position=projection*view*model*vec4(aPos,1.0);
	TexCoord=vec2(aTexCoord.x,aTexCoord.y);
}